The Legend of Zelda: Phantom Hourglass Walkthrough :

This walkthrough for The Legend of Zelda: Phantom Hourglass [Nintendo DS] has been posted at 13 Jul 2009 by skozier and is called "Part 1 of the adventure". The Walkthrough have a rating 1 by 1 our users and has been commented 2 times. If walkthrough is usable don't forgot thumbs up skozier and share this with your freinds. And most important we have 44 other walkthroughs for The Legend of Zelda: Phantom Hourglass, read them all!

Walkthrough - Part 1 of the adventure

Pt. 1: Intro/Temple of Fire
Mercay Island
After beginning the game and meeting Ciela, run over to the first hut on your right and
meet Oshus, who suggests you to talk to Linebeck at the docks. Outside, head east towards
the dock and a rumble will be heard. Keep going and you'll see the bridge next to the
waterfall had collapsed!
Go west, over to the other hut, and throw the rocks for the man (touch the rock to run and
grab, then tap somewhere else to throw it). He'll point you to a spot on the top of the
mountain. Make a note of it on the map, then attempt to go north. Ciela stops you since
you don't have a weapon! Return to Oshus and talk to him. Exit the hut, and then Ciela
will indirectly give you a hint. Enter the cave next to Oshus's house.
Inside the cave is a sign. Write the number 7 on the sign (the number of trees in the
area) to open the barrier in front of you and find a chest with Oshus's Sword inside.
Exit. Oshus will meet you outside, and then take you back into the hut to learn how to use
the sword.
After learning the techniques, go back outside and head to the north, in between the two
huts. Run towards the next cave, slashing the Chuchus and trees blocking your way, then
enter.
Mountain Passage
Go past the big door, defeat the Chuchus that pop up and get the Small Key from the chest.
Open the big door.
Inside the big room are four levers by the door. You can push the blocks on the side rooms
to enter them and get some rupees/hearts from the enemies (and read the hints on the
stones), but otherwise, pull the levers in order from 1 to 4 -- 2, 1 for the left side; 4,
3 for the right. You'll get another Small Key for the door ahead.
In the next room, you'll have to grab a key from one of the rats. Go to the far end and
grab the block on the wall. Pull it out a few spaces so it lines up with the hole nearby.
Destroy the rats that don't have the key, then run back to the staircase. When the rat
runs out, it should run towards the block, then double back the other way. Immediately run
to the rat, lock-on and slash it to recover the key. Then use it on the door ahead and
exit the cave.
You'll end up in the market quarter of the island, where you'll find Linebeck. Head into
the lower-left hut to find the merchant, who sells a shield for 80 rupees. Buying it would
be a good idea; who is Link without a shield to compliment that sword, anyway
If you go to the dock, you'll meet one of Linebeck's crew, but not Linebeck -- he's not
around right now. The guy suggests checking the bar (far left building). Go there and talk
to the bartender, who says that Linebeck is going to the temple on top of the mountain.
Note it on the map if you wish, then head north up the mountain path.
You'll reach the spot the man at the beginning told you about. Roll into the tree at the
far north point to get a Big Green Rupee. Continue west to reach the Temple of the Ocean
King.
Temple of the Ocean King
Talk to the skeletons if you want -- otherwise, head straight north into the next room.
There you'll find a man trapped in the middle of the maze -- it's Linebeck! He'll teach
you about the map, and then you're left to your own devices. The floor is mostly lined
with poison gas, so be fast -- luckily there are "rest" points for you to break pots and
regain health. Head to the middle-left corner and hit the orb-switch to free Linebeck.
Head back to the entrance to meet with Linebeck. After a bit of a chat, he'll give you a
Small Key for the door next to the orb-switch. Go back to the switch and through the door.
Two orb-switches will be in the opposite corners. Hit one switch, then run over to the
other and hit that one (take the high road to avoid trap doors!). When both are activated,
it will open up the gate nearby. Through the gate is a chest with the Sea Chart.
Exit the room, then make your way out of the temple.
Mercay East Side
Linebeck will be outside, and after talking to him again, he'll run off to the docks.
Follow him there. At the dock, talk to Linebeck and Oshus. After a bit, you'll be
instructed to uncover the next destination on the map. Rub the island in the lower-right
corner to uncover the symbol for the Isle of Ember. When that's done, agree to cast off
and head toward the island.
Draw a path to the island on the Sea Chart to make your way there.
Isle of Ember
Enter the fortune teller's hut (uppermost). No one's home Go downstairs and you'll be
ambushed by Octoroks. Get rid of them all and you'll see that Astrid the fortune teller is
locked behind the door in the corner. Speak to her by saying "hey!" (or just blowing) into
the microphone. Well, you can talk to her, but there's no way to let her out yet.
Head back out and travel to the far east end of the island. You'll meet a ghost, Kayo, who
mentions the three torches on the island. Mark down the locations of the torches, then
mark them on the map next to the door that traps Astrid.
Torch 1 is behind the ghost, obviously.
Torch 2 is to the immediate right of the small block of land in the north.
Torch 3 is inside the lower hut, so mark it there.
Once they're marked on the map, Astrid will be freed.
After talking to Astrid & Linebeck, the electrified door in the southeast corner of the
island will be turned off, letting you pass freely. Dodge the falling volcanic rocks and
make your way around to the temple door. Once at the door, stand next to the candles on
the sides of the door and blow into the mic to extinguish them.
Temple of Fire
1F
Make the first right turn you see and jump across the small lava stream. On the other side
is a placard with a map of the room to the north. Copy the path down on your own map. But
since the door is locked, you can't go up there just yet. Instead, head south into the
room down there and defeat all the Keeses to reopen the door and extinguish the flames in
front of the chest in the corner. The chest has the Small Key for the door.
Head into that northern room and follow the path to avoid falling through the trap doors.
At the end are four orb-switches -- do a spinning slash to hit them all at once. Doing so
will open the door in the central room.
2F
Enter the newly-opened door and run around the red blocks into the corner, where you'll
see a red orb-switch. Hit the switch to turn it blue, which lowers the red blocks.
Continue to the right and down south where you'll enter another "ambush" room. Get rid of
the slimes to open the door, through which is a big chest in the corner holding the
Boomerang! Use the boomerang to hit the orb-switch on the right-hand wall, which puts out
the flames near the chest. Continue through the hall into the next room, where two torches
will shoot flames at you. Avoid them, and quickly use the boomerang to hit the two orbs at
the end of the room at the same time, which will put out the torches and let you continue
downstairs.
1F
Back downstairs is another orb in the corner of the room. Hit it with the boomerang from
afar so that you can continue south. Hit another orb in the next room to extinguish the
flames to the right, which will let you go back to the entrance if needed. Otherwise, go
south into another ambush room. Defeat the flaming skulls here (use the boomerang to knock
them down first) to open the door in the corner and go back upstairs.
2F
Weave your way through the flame bars and down to the lever in the south corner. Pull it,
then go up and hop across the lava and down to the other lever. This will lower the door
in the northwest room, letting you get the key from the rat there.
Run over there and stand just below the doorway, then trace a boomerang path that keeps
going back and forth, ideally hitting the rat and grabbing the Small Key in the process.
Take the key to the next locked door (in the southeast corner) and go upstairs.
3F
Here, go south immediately and check the placard next to the fire bar. This shows a
numbered pattern for the room in the northeast corner. Copy it down, then make your way up
there. Blow out two more candles to reach the room, then hit the orbs with the Boomerang
in the "1-2-3-4" order you saw on the placard. A Small Key will drop down; grab it with
the Boomerang.
Go to the southwest corner and unlock the door. Run past the boss door and into another
ambush room. Use the Boomerang to stun the Chuchus and knock out the fire bats. When the
doors open, continue to the north.
Use the Boomerang again to help get rid of the flaming skulls. Head north into the next
room. Step on the switch and trace the Boomerang from the torch on the left, then
clockwise to the others. The rest of the fire traps will be put out, letting you continue.
Then go to the southeast corner, where there's a small gap preceding a three-way fire bar.
Use the boomerang to hit the orb in the upper corner of the room, which closes the gap.
Run past the fire bars to the center room, where the Boss Key is waiting for you in a
chest.
Now you'll have to carry the Boss Key back down the Boss Door. Since it's the first
dungeon, it's not such a hard walk back. Tap the door when you get there to toss the Key
in, and get ready for the fight. In the room before the boss, you can read one of the
stones next to the staircase to activate a warp that can send you to the temple entrance
and back again.
BOSS: Blaaz
Continuously trace the boomerang around the three smaller versions of Blaaz to hit them.
If you look at the upper screen, you will see that each small versions of Blaaz is
different. One is with one "horn", one is with two "horns" and the other one is with three
"horns". Just hit the mini versions of Blaaz in ascending order according to the number of
horns. *Note: You can't see the horns in the lower screen, only in the upper screen that
you can see the difference. Blaaz will reform once you hit the mini versions in the
correct order. Immediately hit him with the Boomerang again to stun him, then hit him with
spin attacks. Repeat this pattern to win the fight.
Isle of Ember - Mercay Island
Return to Astrid's house. Linebeck will be there, and Astrid will give you a Power Gem.
After that, return to the boat to leave the island. Return to Mercay Island. Once back on
Mercay, make your way back to the Temple of the Ocean King.
GO TO PART 2: ONTO THE TEMPLE OF WIND